﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Nirvana.SoundCommon
{
    public struct SoundConfig
    {
        public int Id;
        /// <summary>
        /// 所属类型播放组
        /// </summary>
        public AudioItemMixerGroup mixerGroup;
        /// <summary>
        /// 音效名，播放调用时，以名字查询数据表
        /// </summary>
        public string Name;
        /// <summary>
        /// 音效资源地址
        /// </summary>
        public string resUrl;
        /// <summary>
        /// 循环状态:1:需要，-1：不需要
        /// </summary>
        public bool isLoop;
        /// <summary>
        /// 音量
        /// </summary>
        public float volume;
        /// <summary>
        /// 优先级:1~4
        /// </summary>
        public int priority;

        public float fadeInTime;
        public float fadeOutTime;
        /// <summary>
        /// 0:2D, 1:3D
        /// </summary>
        public float spatialBlend;
        /// <summary>
        /// 播放间隔时间
        /// </summary>
        public float interval;
        /// <summary>
        /// 播放最大数量
        /// </summary>
        public int maxCount;

    }
}